Gaming device and recording medium
The invention includes a group information storing unit for storing a relationship between characters and a plurality of groups formed by dividing the characters according to roles these characters play in a game, and a character moving unit for specifying, when a pointing means is brought into contact with one of sensed areas on an image display unit to be associated with one of the groups, a characters in the group associated with the sensed area that is touched, according to information stored in the group information storing unit, and for moving the specified characters simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance.
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1. Field of the Invention
The present invention relates to a technique for establishing a game environment in virtual space by bringing pointing means into contact with an image display unit that is a touch-input type display. More specifically, the present invention relates to a system on which a player can change initial positions of characters or objects arranged in the game.
2. Description of the Related Art
Some conventional baseball games are known to allow a game player to change fielding positions of baseball player characters of a defensive team. In real baseball games, when a power hitter stands in the batter's box, outfielders may play deeper than normal in order not to let the batted ball fly over them. In some virtual games, such flexible fielding has been achieved. For example, Japanese Patent Application Laid-Open No. 2008-245985 explains a configuration in which, with areas, in which respective fielders' fielding ranges are made changeable, being preset with respect to sets of fielding positions, which are formed by dividing the entire fielding area into these sets, the player can move each character from the default position within the range in an amount one block at a time (see
However, in the method of changing the fielding positions as disclosed in the aforementioned Japanese Patent Application Laid-Open No. 2008-245985, it is necessary to move the baseball player characters individually for their respective positions. For example, even when the game player wants to move two or more characters together, e.g., to move outfielders deeper or to move infielders closer to the home plate, the fielders should be moved one by one, which is often bothersome for the player.
Besides, when the game player uses a portable device, such as a cellular phone or a smartphone with a relatively small and narrow display screen, it is not easy for the game player to move individual characters with his or her finger.
On the other hand, some conventional games provide choices for several typical positionings (e.g., outfield deep, outfield in, infield deep, infield in, and bunt position). This allows the game player to choose one of them.
These types of design only make it possible to choose just one positioning pattern from the predetermined plurality of patterns. Thus the game player cannot precisely adjust the positions of the individual characters, although he or she may want to move the outfielders a bit deeper or move the outfielders much deeper. Like this, the conventional games are not enough to achieve such precise positioning according to what the game player actually wants to do.
SUMMARY OF THE INVENTIONAn object of the present invention is to provide a gaming device of the type that can respond to areas being touched, and a recording medium on which a game control program is recorded, wherein fielding positions of baseball player characters can be changed with simple operations of a game player.
The gaming device according to an aspect of the present invention is a gaming device on which a game is played in virtual space by bringing pointing means into contact with an image display unit that is a touch-input type display, the gaming device comprising: an initial fielding position storing unit for storing an initial fielding position of each object appearing in the game; a changeable area storing unit for storing a changeable area for each object within which the initial fielding position for the object can be renewed; a group information storing unit for storing a relationship between each of the objects and a group to which each of the objects belongs; an object moving unit for specifying, when the pointing means is brought into contact with one of sensed areas provided on the display unit, the objects in a group associated with the sensed area that is touched, according to information stored on the group information storing unit, and moving the specified objects simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance; and an object position storing unit for storing the positions of the objects moved by the object moving unit.
In addition, a recording medium according to another aspect of the present invention is a computer readable recording medium on which a game control program is recorded, the game control program a game to be played in a virtual space by bringing pointing means into contact with an image display unit that is a touch-input type display, the game control program causing a computer to function as: an initial fielding position storing unit for storing an initial fielding position of each object appearing in the game; a changeable area storing unit for storing a changeable area for each object within which the initial fielding position for the object can be renewed; a group information storing unit for storing a relationship between each of the objects and a group to which each of the objects belongs; an object moving unit for specifying, when the pointing means is brought into contact with one of sensed areas provided on the display unit, the objects in a group associated with the sensed area that is touched, according to information stored on the group information storing unit, and moving the specified objects simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance; and an object position storing unit for storing the positions of the objects moved by the object moving unit.
The invention is now described, by way of example, with reference to the accompanying drawings.
[Configuration of Gaming Device]
As shown in
The operating portion 4 has a home button 4a, a volume button 4b, and a sleep button 4c. The home button 4a is located below the touch screen on the main body 2. When the user touches the home button 4a, Home screen is displayed or the portable game console 1 is woken up when it's asleep. The volume button 4b is located on the upper side of the main body 2. Pressing the upper part of the volume button 4b increases the volume level. Pressing the lower part of the volume button 4b decreases the volume level. The sleep button 4c is located on the top of the main body 2. Pressing the sleep button 4c switches the portable game console 1 to sleep mode.
The microphone 5 has an output microphone 5a and an input microphone 5b. The output microphone 5a is located above the touch screen on the main body 2. Sound comes out through the output microphone 5a when the user plays game, makes or receives a phone call, or listens to music. The input microphone 5b is built in the main body 2. The main body 2 has a receptacle for the microphone in the bottom surface thereof. Sound is transmitted through input microphone 5b when the user makes a phone call or records sound.
The speaker 6 is built in the main body 2. The main body 2 has a speaker hole in the bottom surface thereof. Sound comes out through the speaker 6 when the user plays game or listens to music or recorded sounds. It should be noted that the portable game console 1 has an earphone jack and some other components, but description thereof is omitted here.
Referring to
The CPU 11 fetches instructions of a game program and performs various data processing and controls. The ROM 12 stores programs essential for the basic operation (e.g., startup) of the portable game console 1. The RAM 13 serves as a temporary workspace for the CPU 11. The image processing circuit 14 controls the screen assembly 3 according to a drawing instruction from the CPU 11 to display a predetermined image on the liquid crystal display screen 3a. In addition, the image processing circuit 14 has a touch detection circuit 14a. When the user touches the screen with the pointing means such as a finger, a touch signal is supplied from the touch detection circuit 14a to the CPU 11. The CPU 11 can thus determine the point of contact. In addition, when the user touches an object displayed on the screen with the pointing means, a signal for selecting that object is supplied from the touch detection circuit 14a to the CPU 11. The CPU 11 can thus determine that the object is selected.
The sound processing circuit 15 generates an analog audio signal according to a sound production command from the CPU 11 to send it to the output microphone 5a and/or the speaker 6. In addition, the sound processing circuit 15 converts an analog audio signal into a digital audio signal when sound is transmitted through the input microphone 5b.
The communication unit 18 has communication functions for data exchange during a game and for cell phone calls. The communication function for the data exchange includes a function over a local wireless network and a function for Internet connection via wireless LAN.
The communication unit 18 has a communication control circuit 20 and a communication interface 21. The communication control circuit 20 and the communication interface 21 are connected to the CPU 11 via the bus 16. The communication control circuit 20 and the communication interface 21 control and issue a connection signal for use in connecting the portable game console 1 to the Internet via a local wireless network or a wireless LAN, in response to a command from the CPU 11. In addition, in response to the command from the CPU 11, the communication control circuit 20 and the communication interface 21 control and issue a connection signal for use in connecting the portable game console 1 via a telephone line.
The storage device 17 is built in the main body 2 and is connected to the bus 16. For example, the storage device 17 may be a hard disk or a flash memory drive as a recording medium. It should be noted that there may be an interface circuit or circuits (not shown) between each of the aforementioned components and the bus 16, if necessary.
In the portable game console 1 having the aforementioned configuration, a game player (hereinafter, referred to as a “player”) can enjoy playing different kinds of game on the screen assembly 3 when a game program stored on the storage device 17 is loaded and the loaded game program is executed by the CPU 11. In addition, the player can exchange data with other game console(s) or play competitive game by means of connecting the portable game console 1 to other game console(s) via a wireless network or a communication cable, through the communication control circuit 20.
The game to be played on the portable game console 1 may be, for example, a baseball game. A game program for playing the baseball game is stored on a storage device which is not shown. When the player starts playing the baseball game, this game program is loaded on the RAM 13 and executed. In this baseball game, instructions can be made by touching the liquid crystal display screen 3a with pointing means such as a finger.
[Positioning for Fielding Positions in Baseball Game to which the Present Invention is Applied]
While not described further, similar rules apply to the directions not described above. As described below in conjunction with
While the characters described in conjunction with
Similar to the outfield 201, the infield 202 has the sensed areas A5, A6, A7, and A8 at upper, lower, left, and right corners thereof, as shown in
Referring back to
While the positions of the fielder characters in the aforementioned embodiment are adjusted every time when the player touches either sensed area with his or her finger 206, the characters may be moved according to the length of time that the player is touching the screen. For example, a certain amount of distance may be assigned to one second of contact. If the player keeps touching the screen for three seconds, the characters may be moved by an amount that is three times the unit distance. Alternatively, the ranges of movement D4, D6, and D7 of the ranges of movement D1 to D7 may be modified in position and dimensions when there is a runner on a base that each infielder covers. This is because infielders do not shift as far to reach the base as the runner does in real baseball games. This configuration provides more realistic game experiments with more appropriate fielding positions. Specifically, when a power hitter stands in the batter's box with a second runner on base, and player wants to move the fielders deeper, farther from the batter than normal, he or she shifts the game screen image in
This procedure is described with reference to a functional block diagram in
Moreover, a group information storing unit 303 stores the groups of the fielder characters to be moved when the player touches one of the sensed areas A1 to A10, as well as the directions of their movement. The group as used herein refers to a collection made according to roles of fielders in a game scenario. More specifically, the groups are: the outfielders group (C1, C2, and C3), the infielders group (C4, C5, C6, and C7), and the all fielders group (C1 to C7) as described in conjunction with
When it is determined that two or more areas are touched at the same time, the point of contact decision unit 304 considers that no contact is made. Such a decision suggests that the player actually touches two or more sensed areas, e.g., the sensed area A2 at the lower part of the outfield and the sensed area A5 at the upper part of the infield, at the same time with his or her finger(s). If the fielder characters are moved in such a situation where the player's intent is unclear, the result may be different from the one that the player wants to have. Thus, the point of contact decision unit 304 dare not to move the fielder characters in order to let the player touch the sensed area again.
When the point of contact decision unit 304 determines the sensed area which the player touches with his or her finger 206 (the sensed area A1 in this example), a character moving unit 307 supplies a signal to simultaneously move up (deep) all outfielders as described above in conjunction with
The position is stored on the game start position storing unit 308 whenever the character moves. Accordingly, the character moving unit 307 recognizes the latest position stored on the game start position storing unit 308 every time when the player touches one of the sensed areas, and moves the corresponding character from that latest position. Before starting the movement, the game start position storing unit 308 stores the default positions of the characters. Thus, the character moving unit 307 always refers to the information stored on the game start position storing unit 308 in order to determine the position of given characters. The extremities of the movement are stored on the shifted point storing unit 302. The character moving unit 307 does not move any character that has already reached either extremity even when movement is directed in the direction from the center to that extremity.
The game progress tracking unit 309 stores whether or not there is a runner and which base the runner is on is stored, according to information supplied by the CUP 11 (
The player may move the characters in various patterns. For example, the player may touch a given sensed area three times to move the characters in a certain direction and then may move them in the opposite direction with a single touch. Alternatively, the player may move the outfielder characters deeper into the field by touching the upper part of the outfield three times and then move the infielder characters deep by touching the upper part of the infield once. If the player fails to do appropriate positioning for the fielding positions or is confused during the adjustment, he or she can use the reset button 204. If the reset button 204 is used, the input is detected by the touch detection circuit 14a which sends a signal to the reset unit 306. In response to this, the reset unit 306 acquires position information about the initial (default) positions of all characters from the initial fielding position storing unit 300 and sends a command to initialize the character positions to the character moving unit 307. Furthermore, the reset unit 306 updates the positions of the characters stored on the game start position storing unit 308.
On the other hand, when the player is not touching any sensed area in the step S2 (NO in step S2), the process goes to a decision step to determine whether or not the player touches the reset button 204 (step S7). If the player does (YES in step S7), the reset unit 306 retrieves the information about the initial fielding positions of all characters from the initial fielding position storing unit 300 and sends this information to the character moving unit 307 to initialize the positions of all characters (step S8). Furthermore, the reset unit 306 updates the information about the positions of all characters on the game start position storing unit 308 into the information about the initial fielding positions (step S9). The step S9 proceeds to the step S10 which is described later (either to return to the time-out screen image or to become ready for the button input). When the player is not touching the reset button 204 (NO in step S7), it is determined whether the player touches the BACK button 205 (step S10). If the player touches the BACK button 205 (YES in step S10), the process goes to the time-out screen image (step S11). On the other hand, if the player is not touching the BACK button 205 (NO in step S10), the process returns to the step S2 to be ready for the button input.
[Another Positioning for Fielding Positions in Baseball Game to which the Present Invention is Applied]
In the aforementioned embodiment, the player can move the baseball player characters in four directions (up, down, left, and right) as shown in
While these embodiments have described for the baseball game as an example, the present invention may be applied to other kinds of games that require change in character positions before starting or continuing a game as long as the position(s) of the character(s) can be changed. For example, the present invention can be applied to a soccer game, a volleyball game, or a basketball game.
When the present invention is applied to a soccer game, characters in a player's team may be divided into three groups, i.e., forwards, midfielders, and defenders. The present invention may be applied when the characters are moved at once, group by group.
In the aforementioned embodiments, objects are exemplified as the baseball player characters, but the present invention may be applied to various game objects other than the baseball player characters. For example, it is assumed that the objects belong to either one of predetermined groups and the initial fielding positions of the objects in the game space are previously determined. In such a case, whenever the user touches the sensed area with which one of the groups is associated, the objects contained in the group associated with that sensed area are moved in a predetermined direction by a predetermined distance, and the position may be stored on the game start position storing unit 308. The objects may be any objects that the user can move with the pointing means. Some objects may be modeled after human such as a baseball player character, and others may be modeled after animals, virtual creatures, or any other things.
In addition, in this embodiment, the characters are groped according to their roles, such as the infielder characters and the outfielder characters. However, the present invention is not limited thereto. The characters may be divided into groups according to any other criteria. For example, two or more characters (or objects) that are located closer in the virtual space may be grouped together.
In this embodiment, the positions of the characters are changed when the player touches the “FIELDING POSITION” button 113 shown in
The technical features of the aforementioned gaming device can be summarized as follows.
(1) The gaming device according to the present invention is a gaming device on which a game is played in virtual space by bringing pointing means into contact with an image display unit that is a touch-input type display, the gaming device comprising: an initial fielding position storing unit for storing an initial fielding position of each object appearing in the game; a changeable area storing unit for storing a changeable area for each object within which the initial fielding position for the object can be renewed; a group information storing unit for storing a relationship between each of the objects and a group to which each of the objects belongs; an object moving unit for specifying, when the pointing means is brought into contact with one of sensed areas provided on the display unit, the objects in a group associated with the sensed area that is touched, according to information stored on the group information storing unit, and moving the specified objects simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance; and an object position storing unit for storing the positions of the objects moved by the object moving unit.
With this configuration, the initial fielding positions of the characters can be adjusted easily before the beginning of the game, according to a strategy or preference of the player. For example, in a case of positioning of a baseball game, the initial fielding positions of the fielders can be adjusted group by group (for the infielders group, the outfielders group, the all fielders group). In addition, a mere single touch to a predetermined area on the image display unit can result in selection of the group to be moved and the direction of movement, which can be done very easily by the player. More specifically, when the player touches, with his or her finger, the sensed area (non-visible predetermined area) provided at an upper part of the outfield displayed on the image display unit, all outfielder characters are moved up (deeper) at the same time. The infielder characters are not moved this time. Touching the sensed area once moves the characters by a predetermined distance. The characters can be moved as desired, only by means of changing the number of touches. Likewise, when the player touches, with his or her finger, the sensed area provided at a lower part of the outfield, all outfielder characters are moved down (shallower) at the same time. As apparent from the above, the two sensed areas are provided within the region of the outfield. When the player touches the upper or lower part of the outfield, the outfielder characters move up or clown accordingly. This can be understood intuitively for the player, so the player can enjoy the game easily. In addition, it is not necessary for the player to directly touch the individual character with his or her finger. Thus, there is no possibility that the character is hidden by the finger. Similar operations can be done for the infielders, to change the initial fielding positions of the infielder characters. Furthermore, when the player touches an upper part of the out-of-the-field area (outside the infield and the outfield), all fielder characters are moved up (deeper). When the player touches a lower part of the out-of-the-field area, all fielder characters are moved down (shallower toward the batter). The pitcher and the catcher are not included in the infielders, and their positions are fixed.
As apparent from the above, only the fielder characters in the group that is associated with the sensed area that the player touches with his or her finger on the image display unit move at the same time in the direction associated with the sensed area by a predetermined distance. The relative location of the sensed areas (the upper sensed area, the lower sensed area, the left sensed area, and the right sensed area) corresponds the direction of movement of the characters. Thus, the player can intuitively know to which direction the characters move when he or she touches which one of the sensed areas. Moreover, it is not necessary for the player to move the characters one by one. Instead, the player can change the initial fielding positions of the characters easily and intuitively. It should be noted that a simple design provides four directions of movement for the characters on the display screen, but the character may be moved along an imaginary line connecting the character itself and the point of contact with the finger in order to achieve more precise movement of the character.
(2) It is preferable that the changeable area storing unit stores target points for each of the objects at which the initial fielding area for the object can be renewed, and
the object moving unit moves the object sequentially from the initial fielding position every time the image display unit is touched with the pointing means or based on the touch executed for a predetermined period of time.
With this configuration, the shifted points (the range of movement) relative to the initial fielding position are stored for each character. Thus, the role of each character can be achieved appropriately in the game scenario. For example, for the fielding positions of a baseball game, the left fielder can be moved in a longer distance in the direction to the center fielder than in the three other directions. This is because the left fielder is expected to move much in the direction toward the center when he shifts his fielding position. Thus, the interval that the leftfielder character moves in response to a single touch to the screen by the player is larger in the direction to the center fielder (rightward) than in the other three directions. Besides, the following variations may be used. For example, the first baseman and the third baseman may be defined to be moved much in the direction closer to the batter than in the direction to the outfield (that is, on the screen, the first baseman and the third baseman can be moved in a shorter distance in the upward direction than in the downward direction). This is because the first baseman and the third baseman are required to play in or shallower as compared with the second baseman and the shortstop, when it is expected that a batter will ground the ball into fair territory such as a case when a bunt is anticipated. The aforementioned patterns are, of course, examples of the possible positioning for the characters, which is not required to be used in all cases. Various other patterns may also be used. It is noted that the initial fielding positions of the pitcher and the catcher cannot be changed (i.e., no target points associated with these characters). In addition, it is preferable that the target points are not displayed on the screen in order to keep better view (because the target points, when displayed, make the game screen image difficult to be viewed).
(3) It is preferable that the target points are defined on line segments extending from the initial fielding position in different directions, and each of the line segments has a length that is specified for each of the objects.
With this configuration, the position of the character can be changed only along the line segments passing through the initial fielding position to form a cross. The length of the four line segments extending from the initial fielding position is determined according to the role of the character. For example, when considering the example given in the aforementioned item (2), each of the right and left fielders have the longer line segment in the direction from the initial fielding position to the center fielder (center) than the remaining three line segments. As described above, by limiting the range of movement of each character only along the line segments, operation becomes easier and positioning can be made quickly and easily before the player starts the game because the character can be mobbed only in the limited directions. Furthermore, the length of the line segments extending in the four directions is defined individually according to the role of the character, so that the characters can be moved in the ranges that are expected in real baseball games, providing more realistic features of the game. In addition, the ranges of movement can be limited within appropriate regions. It should be noted that the present invention is not limited to a range of movement having the cross shape. Four or eight line segments that pass the initial fielding position may form the range of movement. In such a case, the character may be moved along one of the lines that forms the smallest angle with an imaginary line connecting the initial fielding position and the point of contact.
(4) It is preferable that each of the target points is defined at an intersection of a horizontal line segment passing through the initial fielding position and a vertical line segment that crosses the horizontal line segment at the right angle, and at intersections of plurality of line segments respectively parallel to the horizontal and vertical line segments, and each of the line segments has a length that is specified for each of the objects.
With this configuration, the characters are moved along the line segments that cross over each other, forming rectangles of a grid pattern. It should be noted that these rectangles do not always have the same shape. This is because the distance that the character moves in response to a single touch by the player may be different from character to character depending on their role(s) in the game. In such cases, the four “quadrants” along the line segments intersecting at the initial fielding position have the rectangles of different sizes from each other. In comparison with the configuration of above (3), with this configuration, the character may be moved two dimensionally along the line segments other than those forming the cross. This configuration has a significantly high degree of freedom in changing the initial fielding position and is thus useful for cases where precise positioning of the characters is required before the player starts the game.
(5) It is preferable that the game is a game simulating a baseball play, the objects include infielder characters and outfielder characters, the groups are formed of an infielders group containing the infielder characters, an outfielders group containing the outfielder characters, and an all fielders group containing the infielder characters and the outfielder characters, the pointing means is a finger of a game player, the object moving unit moves only the infielder characters at the same time when a finger of the game player touches the sensed area provided within an infield displayed on the image display unit; and moves only the outfielder characters at the same time when the finger of the game player touches the sensed area provided within an outfield displayed on the image display unit; and moreover moves the infielder characters and the outfielder characters at the same time when the finger of the game player touches the sensed area provided outside the infield and the outfield displayed on the image display unit.
With this configuration, it is possible to achieve a baseball game in which the fielding positions of the characters in the defensive team can be changed more easily and precisely.
(6) It is preferable that the changeable area for a baseman character within which the character can be moved is narrower when there is a runner character on a base that the baseman character covers than when no runner character is on.
With this configuration, when there is a runner on a base in the game, the infielder covering that base will have a narrower range of movement than normal. This is for the purpose of reflecting some situations in real baseball games (e.g., a situation where the infielders do not shift as far to reach the base as the runner does, for a chance to tag out the base runner) to the virtual game, providing more realistic game settings.
This application is based on Japanese Patent Application Serial No. 2011-008730 filed with the Japan Patent Office on Jan. 19, 2011, the contents of which are hereby incorporated by reference.
Although the present invention has been fully described by way of example with reference to the accompanying drawings, it is to be understood that various changes and modifications will be apparent to those skilled in the art. Therefore, unless otherwise such changes and modifications depart from the scope of the present invention hereinafter defined, they should be construed as being included therein.
Claims
1. A gaming device comprising:
- an image display unit on which a plurality of moving objects are displayed in a virtual game space, the image display unit including a touch-input type display for allowing a game player to move a particular object or a particular group of objects, the touch-input type display having a plurality of sensed areas arranged at predetermined locations in correlation with the virtual game space to move a particular group of objects simultaneously by allowing the game player to touch a particular sensed area by pointing means;
- an initial fielding position storing unit for storing an initial fielding position of each of a plurality of objects appearing in the game;
- a changeable area storing unit for storing a changeable area within which the initial fielding position of each of the plurality of objects can be set;
- a group information storing unit for storing a relationship between the plurality of objects and to form a group to which a certain number of objects belongs;
- an object moving unit for specifying, when the pointing means is brought into contact with one of the sensed areas, the objects in a group associated with the sensed area that is touched, according to information stored on the group information storing unit, and moving the specified objects simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance; and
- an object position storing unit for storing positions of the objects moved by the object moving unit.
2. The gaming device as claimed in claim 1, wherein the changeable area storing unit stores a target point for each of the objects from the initial fielding position, and wherein the object moving unit moves the object sequentially from the initial fielding position every time the touch-input type display is touched with the pointing means or based on the touch executed for a predetermined period of time.
3. The gaming device as claimed in claim 2, wherein the target points are defined on line segments extending from the initial fielding position in different directions, and each of the line segments has a length that is specified for each of the objects.
4. The gaming device as claimed in claim 2, wherein each of the target points is defined at an intersection of a horizontal line segment passing through the initial fielding position and a vertical line segment that crosses the horizontal line segment at a right angle, and at intersections of a plurality of line segments respectively parallel to the horizontal and vertical line segments, and each of the line segments has a length that is specified for each of the objects.
5. The gaming device as claimed in claim 1,
- wherein the game is a game simulating a baseball play,
- wherein the objects include infielder characters and outfielder characters,
- wherein the groups include an infielders group containing the infielder characters, an outfielders group containing the outfielder characters, and an all fielders group containing the infielder characters and the outfielder characters,
- wherein the pointing means is a finger of the game player, and
- wherein the object moving unit moves only the infielder characters at the same time when a finger of the game player touches the sensed area provided within an infield displayed on the image display unit, the object moving unit moves only the outfielder characters at the same time when the finger of the game player touches the sensed area provided within an outfield displayed on the image display unit, and the object moving unit moves the infielder characters and the outfielder characters at the same time when the finger of the game player touches the sensed area provided outside the infield and the outfield displayed on the image display unit.
6. The gaming device as claimed in claim 5, wherein the changeable area for a baseman character within which the baseman character can be moved is narrower when there is a runner character on a base that the baseman character covers than when no runner character is on.
7. A non-transitory computer readable recording medium on which a game control program is recorded, wherein the game control program causes a computer to function as:
- input reception unit for receiving an input of a game player by way of touch-input type display having a plurality of sensed areas arranged at predetermined locations in correlation with a virtual game space in which a plurality of objects are displayed, the touch-type display being used to move a particular group of objects simultaneously by allowing the game player to touch a particular sensed area by pointing means;
- an initial fielding position storing unit for storing an initial fielding position of each of a plurality of objects appearing in the game;
- a changeable area storing unit for storing a changeable area within which the initial fielding position of each of the plurality of objects can be set;
- a group information storing unit for storing a relationship between the plurality of objects and to form a group to which a certain number of objects belongs;
- an object moving unit for specifying, when the pointing means is brought into contact with one of the sensed areas, the objects in a group associated with the sensed area that is touched, according to information stored on the group information storing unit, and moving the specified objects simultaneously in a direction associated with the sensed area that is touched, by an amount corresponding to a predetermined distance; and
- an object position storing unit for storing positions of the objects moved by the object moving unit.
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Type: Grant
Filed: Jan 17, 2012
Date of Patent: Feb 18, 2014
Patent Publication Number: 20120184368
Assignee: Konami Digital Entertainment Co., Ltd. (Tokyo)
Inventor: Masatoshi Yamaoka (Sakai)
Primary Examiner: Damon Pierce
Application Number: 13/351,735
International Classification: A63F 13/04 (20060101);